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ScreenManager.hx
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ScreenManager.hx
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package;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.events.TouchEvent;
import screentransitions.*;
import screenevents.*;
import flash.ui.Keyboard;
enum ScreenState
{
AddScreen;
RemoveScreen;
Run;
}
/**
*
* This is the core of the screen system. All screens are managed by this class.
* Due to its nature, the screen manager is modeled as a Singleton.
* Screen manager cannot be instantiated directly, to get an instance "GetInstance" should be used.
* Singleton is used to prevent more than one instance of the screen manager class.
*
* @author Henry D. Fernández B.
**/
class ScreenManager
{
/*
* Animation ended event.
* */
static public var NAME : String = "SCREEN_MANAGER";
/*
* Screen manager instance.
*/
private static var instance : ScreenManager;
/*
* Current showing screen.
*/
private static var currentScreen: GameScreen;
/*
* Game screens.
*/
private static var screens : List<GameScreen>;
/*
* Event dispatcher, fires all the logic events.
* */
public static var eventDispatcher : EventDispatcher;
/*
* Screen container.
*/
private static var container : Sprite;
/*
* Screen manager state.
*/
private static var state : ScreenState;
/*
* Transition that will be applied when the screen is added or removed.
*/
private static var transition : Transition;
/*
*
* */
private static var auxScreens : Array<GameScreen>;
public static function InitInstance(mainSprite : Sprite): ScreenManager
{
if (instance == null)
instance = new ScreenManager(mainSprite);
return instance;
}
/*
* Creates and returns a screen manager instance if it's not created yet.
* Returns the current instance of this class if it already exists.
*/
public static function GetInstance(): ScreenManager
{
if ( instance == null )
throw "The Screen Manager is not initialized. Use function 'InitInstance'";
return instance;
}
/*
* Constructor
* Container is a Sprite where all the elements will be added.
*/
private function new(cont : Sprite)
{
container = cont;
screens = new List<GameScreen>();
state = ScreenState.Run;
//Event dispatcher
eventDispatcher = new EventDispatcher();
eventDispatcher.addEventListener(Transition.EVENT_STARTED, OnTransitionChange);
eventDispatcher.addEventListener(Transition.EVENT_ENDED, OnTransitionChange);
eventDispatcher.addEventListener(Transition.EVENT_CHANGE_SCREEN, OnTransitionChange);
eventDispatcher.addEventListener(GameEvents.EVENT_TRACE_SCREENS, HandleEvent);
eventDispatcher.addEventListener(GameEvents.EVENT_SCREEN_LOADED, HandleEvent);
eventDispatcher.addEventListener(GameEvents.EVENT_SCREEN_EXITED, HandleEvent);
eventDispatcher.addEventListener(GameScreen.EVENT_EXECUTE_FUNCTION, HandleEvent);
auxScreens = new Array<GameScreen>();
}
public static function GetContainer() : Sprite
{
return container;
}
public static function GetEventDispatcher() : EventDispatcher
{
return eventDispatcher;
}
public static function AddEvent(event : String, handler : Dynamic -> Void) : Void
{
eventDispatcher.addEventListener(event, handler);
}
public static function RemoveEvent(event : String, handler : Dynamic -> Void) : Void
{
eventDispatcher.removeEventListener(event, handler);
}
/*
* This is executed when the object is destroyed.
* Usually it handles resources and all programmer's set content.
* .
*/
public static function Destroy()
{
}
/*
* Updates the game screen logic.
*
* @param gameTime Current game time
*/
public static function Update(gameTime:Float) : Void
{
if (transition != null)
transition.Update(gameTime);
switch(state)
{
case ScreenState.AddScreen:
//transition.Update(gameTime);
case ScreenState.RemoveScreen:
//transition.Update(gameTime);
case ScreenState.Run:
if (currentScreen != null)
currentScreen.Update(gameTime);
}
}
/*
* Draws the screen elements.
*
* @param gameTime Current game time
*/
public static function Draw(graphics:Graphics) : Void
{
//Adapt the logic size to the real size
if (GraphicManager.ScreenSizeChanged())
GraphicManager.Resize();
if (currentScreen != null)
currentScreen.Draw(graphics);
if(transition != null)
transition.Draw(graphics);
/*switch(state)
{
case State.AddScreen:
transition.Draw(graphics);
case State.RemoveScreen:
transition.Draw(graphics);
default:
}*/
}
/*
* Handles the event passed from the main.
*
* @param event the passed event to be handled.
*/
public static function HandleEvent(event : GameEvent)
{
var transition : Transition;
if (event != null)
{
switch(event.type)
{
case GameEvents.EVENT_TRACE_SCREENS:
TraceScreens();
case GameEvents.EVENT_SCREEN_LOADED:
var e : GameScreenEvent = cast(event, GameScreenEvent);
transition = e.GetTransition();
LoadScreen(e.GetScreen(),transition);
case GameEvents.EVENT_SCREEN_EXITED:
ExitScreen(currentScreen);
default:
if (currentScreen != null)
{
//if(currentScreen.GetName() == event.GetSource() || event.GetSource() == Console.NAME)
// currentScreen.HandleEvent(event);
}
}
}
}
/*
* Handles the event passed from the main.
*
* @param event the passed event to be handled.
*/
public static function HandleKeyboardEvent(event : KeyboardEvent) : Void
{
if (currentScreen != null)
{
if (currentScreen.IsActive())
{
switch(event.type)
{
case KeyboardEvent.KEY_DOWN:
if (event.keyCode == Keyboard.ESCAPE)
{
currentScreen.HandleBackButtonPressed(event);
event.stopPropagation();
}
else
currentScreen.HandleKeyDownEvent(event.keyCode);
case KeyboardEvent.KEY_UP:
if (event.keyCode == Keyboard.ESCAPE)
{
currentScreen.HandleBackButtonReleased(event);
event.stopPropagation();
}
else
currentScreen.HandleKeyUpEvent(event.keyCode);
}
}
}
}
/*
* Handles the event passed from the main.
*
* @param event the passed event to be handled.
*/
public static function HandleMouseEvent(event : MouseEvent) : Void
{
var e : MouseEvent;
if (currentScreen != null)
{
if (currentScreen.IsActive())
{
switch(event.type)
{
case MouseEvent.MOUSE_DOWN:
currentScreen.HandleMouseDownEvent(event);
case MouseEvent.MOUSE_UP:
currentScreen.HandleMouseUpEvent(event);
case MouseEvent.MOUSE_MOVE:
currentScreen.HandleMouseMoveEvent(event);
case MouseEvent.CLICK:
currentScreen.HandleMouseClickEvent(event);
}
}
}
}
/*
* Handles the event passed from the main.
*
* @param event the passed event to be handled.
*/
public static function HandleTouchEvent(event : TouchEvent) : Void
{
var e : MouseEvent;
if (currentScreen != null)
{
if (currentScreen.IsActive())
{
switch(event.type)
{
case TouchEvent.TOUCH_BEGIN:
currentScreen.HandleTouchDownEvent(event);
case TouchEvent.TOUCH_END:
currentScreen.HandleTouchUpEvent(event);
case TouchEvent.TOUCH_MOVE:
currentScreen.HandleTouchMoveEvent(event);
case TouchEvent.TOUCH_TAP:
currentScreen.HandleTouchTapEvent(event);
}
}
}
}
/*
* Adds a new screen to the queue and set it as the current screen.
* To properly load a screen into the screens queue, use LoadScreen method.
*/
private static function AddScreen(screen : GameScreen): Void
{
if (screen != null)
{
//Deactivate screen
if (currentScreen != null)
{
currentScreen.SetActive(false);
}
screens.add(screen);
container.addChild(screen);
if (state == ScreenState.AddScreen && transition != null)
transition.SetOnTop();
currentScreen = screen;
screen.LoadContent();
//This was done to preserve the order on the screen
screen.AddElementsToRender();
}
else
throw "Error: the screen cannot be null";
}
/*
* Removes a screen from the queue and set the previous screen as the current.
*/
private static function RemoveScreen(screen : GameScreen): Void
{
if (screen != null)
{
if (!screens.isEmpty())
{
screen.Clean();
container.removeChild(screen);
screens.remove(screen);
currentScreen = screens.last();
//Activate screen
if(currentScreen != null)
currentScreen.SetActive(true);
}
}
else
throw "Error: the screen cannot be null";
}
/*
* Loads a screen if it is a "Popup screen",
* if it's not, then clean the screens queue and load the new one.
*/
public static function LoadScreen(screen : GameScreen, newTransition : Transition = null): Void
{
if (screen != null)
{
//Update new transition if there's any
if(newTransition != null)
transition = newTransition;
if (screen.IsPopup())
{
if (auxScreens.length <= 0)
AddScreen(screen);
else
auxScreens.push(screen);
}
else
{
//TODO: Check and test this
//There is no transition
if (newTransition == null)
{
//The screen is not a popup, remove all screens
for (s in screens)
RemoveScreen(s);
screens.clear();
state = ScreenState.Run;
AddScreen(screen);
}
else
{
auxScreens.push(screen);
state = ScreenState.AddScreen;
transition.Start(screen);
//Deactivate screen
if(currentScreen != null)
currentScreen.SetActive(false);
}
}
}
else
throw "Error: the screen cannot be null";
}
/*
* Loads a screen if it is a "Popup screen",
* if it's not, then clean the screens queue and load the new one.
*/
public static function ExitScreen(screen : GameScreen, newTransition : Transition = null): Void
{
if (screen != null)
{
//Update new transition if there's any
transition = newTransition;
if (!screen.IsExiting())
{
screen.Exit();
if (transition == null)
RemoveScreen(screen);
else
{
//auxScreen = screen;
auxScreens.push(screen);
state = ScreenState.RemoveScreen;
//if(transition != null)
transition.Start(screen);
}
}
}
else
throw "Error: the screen cannot be null";
}
/*
*
*/
private static function OnTransitionChange(event : GameEvent): Void
{
switch(state)
{
case ScreenState.AddScreen:
if (event.type == Transition.EVENT_ENDED)
state = ScreenState.Run;
else if (event.type == Transition.EVENT_CHANGE_SCREEN)
{
if (auxScreens.length > 0)
{
//The screen is not a popup, remove all screens
for (s in screens)
RemoveScreen(s);
screens.clear();
while (auxScreens.length > 0)
AddScreen(auxScreens.shift());
}
}
case ScreenState.RemoveScreen:
if (event.type == Transition.EVENT_ENDED)
state = ScreenState.Run;
else if (event.type == Transition.EVENT_CHANGE_SCREEN)
{
if (auxScreens.length > 0)
RemoveScreen(auxScreens.shift());
}
case ScreenState.Run:
if (event.type == Transition.EVENT_ENDED)
{
if (currentScreen != null)
currentScreen.TransitionEnded();
}
else if (event.type == Transition.EVENT_CHANGE_SCREEN)
{
if (currentScreen != null)
currentScreen.TransitionChanged();
}
}
}
/*
*
*/
private static function TraceScreens(): Void
{
trace("/n");
for (s in screens)
trace(s.GetName() + " " + s.IsActive());
}
public static function HandleBackButtonPressed(e : Event) : Void
{
currentScreen.HandleBackButtonPressed(e);
}
public static function HandleBackButtonReleased(e : Event) : Void
{
currentScreen.HandleBackButtonReleased(e);
}
public static function StartTransition(newTransition : Transition) : Void
{
transition = newTransition;
if (transition != null)
transition.Start(currentScreen);
}
public static function StartHalfTransition(newTransition : Transition) : Void
{
transition = newTransition;
if (transition != null)
transition.StartHalf(currentScreen);
}
}